IF Characterized by Movement, Melancholy, and Mystery

I am seeking recommendations of parser fiction that to my knowledge does not have a convenient label, but I will take a stab at trying to describe it here. What defines these works (in my mind and perhaps no one else’s) are three things:

  1. Movement: In these works movement or exploration are emphasized more than they are in other interactive fiction.
  2. Melancholy: There are elements of the work to which the player might respond with sadness, wistfulness, or pensiveness.
  3. Mystery: The work lacks the geographical coherence of a work like Anchorhead or Counterfeit Monkey but could also be distinguished from “crazy quilt” games like Zork. As a result, the works are surreal, the spaces within them are liminal spaces, or the player ends up spending a lot of time wondering what the author was thinking while making the work.

Outside of IF the nearest analog I have found is the phenomenon of video games that are sometimes derisively referred to as walking simulators. I recently downloaded a free chapter of a game (if it can be called that) called Pools from Steam. Wandering through the various dimly lit pool rooms gives me much the same feeling that I experience while going room to room in the works I have in mind. (Before you play, bear in mind that unlike IF, Pools also gave me motion sickness.)

Among the works I am familiar with, The Land of Breakfast and Lunch is probably the one that was deliberately designed in such a way that it comes close to my ideal. The work consists of moving along, experiencing the environment, and that’s about it. Even saying it is characterized by exploration would be something of an exaggeration as there is only one preordained path one can follow. There are two puzzles, but they do not cohere or suggest a narrative.

Chaos, a deliberately surreal piece by John Barker, manages to tick these boxes for me. The work suffers from a terrible lack of playtesting, but it is clear that even with polish, the story (such that it is) would have never taken place in a coherent world. I mean, walking south from the desert puts you inside a cup of coffee. There is a certain sadness evoked by the unprovoked cruelty demonstrated by some of the PCs, but the main reason it ticks the second box for me is that one of its endings could be viewed as happy, sad, or none or both of these at the same time.

The only other example I can think of is Reconciling Mother. It also needed more playtesting and a number of other things besides. I don’t think the author intended the game as a whole to be a puzzlebox. But because the game in the form we have it does not offer much in the way of answers, there is a mystery there that will leave me delighted in a way few other works have. Mind you, I do not intend to suggest that there is much in the work that is great or even good or that I recommend it to anyone who is unable to keep their expectations very very very low.

Unfortunately one might look at these examples and think that to meet the conditions a work must deemphasize puzzles and narrative. Indeed, in the case of Reconciling Mother, at least, it seems the author stumbled into this category by never properly working out puzzles or a narrative. I would be very interested in a work that gave more attention to puzzles, narrative, or both but still tried to give the three “M”s more attention than they usually receive.

One might also think that a work of this sort must be a first effort or have the earmarks of one. But while I think new IF authors often generate elements that work well in this category by accident (as by designing a work in such a way that the player is likely to find items by stumbling upon them), I do not see why an experienced author could not make a work of this kind.

The long and short of it is that I want to find more works to do for me what these works did. Of course, I would prefer that they be better than either Chaos and Reconciling Mother. If anyone has any recommendations for me, I will appreciate it greatly.

And hey, if you are an author in search of a genre or category to explore, perhaps this is the sign you have been waiting for. Or if you have always wanted to make a work like this but thought no one would be eccentric enough to take an interest, you just found yourself the freak you’ve been waiting for. And as long as you are willing to put in the time to become a decent user of an authoring kit and solicit help from play testers (you can always ask me, if no one else), you are pretty much guaranteed to produce one of the best works of its kind I have ever seen.

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So “liminal space” games, perhaps without the horror of something like Backrooms. Kind of Myst but in text.

Trinity is definitely surreal, wistful and pensive, with a pervading sense of sadness and inevitability, but it may fall as “Crazy Quilt” with lots of standard Infocom puzzles.

A Mind Forever Voyaging is very exploration-oriented with lots of movement and fewer actual puzzles with a sense of dystopian dread.

This gets suggested a lot, but Bronze by Emily Short is exploratory and quiet mystery. Also see The Ascent of the Gothic Tower by Ryan Veeder. Perhaps also The Moonlit Tower by Yoon Ha Lee.

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This is what I was aiming at with Heliopause, or trying to, anyhow.

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Does this game fit? You wander the world with each country as its own place. I know you said it didn’t have to be, but it is a first effort:

Or maybe this game that’s one psychedelic acid trip and each place you visit has a lot of nostalgia:

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The first game that came to mind for me is The Ascent of the Gothic Tower by Ryan Veeder. It’s a maybe ~30 minute parser game that takes place in a vaguely specified “real-world” location and not a liminal otherworldly space, but gives me the same kind of feeling. It’s beautiful in an understated way.

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I’m not sure if it’s exactly what you’re looking for, but Red Door, Yellow Door comes to mind! Maybe also You are Standing at a Crossroads? EDIT: I didn’t notice before that the OP specified parser games—You are Standing is Twine.

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Yes! While experiencing The Land of Breakfast and Lunch, there were moments when I felt shades of Myst.

For whatever reason I cannot get Gargoyle to read Trinity. But I was able to try each of the others for a few minutes, and they seem like great examples of the sort of thing I have been looking for. Thank you!

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If the first few minutes are any indication, I would say you’ve nailed it. The extraterrestrial jellyfish! :purple_heart:

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I made two games in that vein: Kitty and the Sea, and to a lesser degree City of Dead Leaves. They’re nothing special, but might fit the bill.

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I have only played the latter for a few minutes, but given the mechanic that allows the player to accomplish a lot simply by moving, it holds promise.

As for the former, I love the atmosphere, but it seems that few of the standard commands I use work, or if they do, they don’t work the way I expect them to. I am going to have to set aside a lot of time with the walkthrough handy for this one.

All the same, thank you for the recommendations.

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This was one of the first ones I tried, thanks to you and @HanonO, and it definitely fits the bill. It reminds me a bit of Inside the Facility, which unlike Ascent fails to tick the third box for me but still has an interesting conceit behind it.

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Huh. I thought I had played Inside the Facility recently and I can’t think… what elements felt melancholy to you?

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Ooh, yeah, I really like the vibe I was getting from Red Door, Yellow Door. I have not gotten far into You Are Standing at a Crossroads yet, but I can see the potential. Thank you.

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Hey now, don’t sell yourself short. You have made not one but two working demonstrations of how this sort of thing can be achieved in choice fiction. Thank you for the recommendations!

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I was thinking it made me pensive, but on second thought, it is probably better to say it was mysterious, not melancholy.

I feel like the work does a good job into giving us glimpses into the lives of the characters. But only a glimpse of each one. We know, for example, that the PC is there to win a bet, but we do not know why they were motivated to make a bet to begin with (unless that is explained at the end of the work, which admittedly I have not seen). I felt that way about each of the other characters we encounter: I know something about their motivation but nothing else. These are not the most profound mysteries, but I was nevertheless left with questions that lingered after I had to turn my attention elsewhere.

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Ah, that makes sense. Thanks

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